Spell words are an all but forgotten subsystem in Pathfinder. We still love them. So today being Friday, I pulled up a few from Book of Magic: 10 Undead Spell Words and decided to share them.

Fade From Undead (Concealing)

School abjuration; Level cleric/oracle/warpriest 1

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Restrictions selected

The target of a wordspell with this effect word becomes invisible to undead creatures. If the target attacks or otherwise takes an offensive action, this effect ends.

Boost: The target cannot be detected by undead creatures through any means. Boosting this effect word increases its level by 1.

Sunlight Flash (Illumination)

School evocation; Level cleric/oracle/warpriest 3, inquisitor 3

Duration instantaneous Saving Throw none; Spell Resistance yes

A wordspell with this effect word releases a flash of sun light. A creature that is targeted by this effect word sustains 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6); an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate objects takes 1d6 points of damage per two caster levels (maximum 5d6). If the wordspell has only a single target, it requires a melee or ranged touch attack.

Last week we started a series of witch hexes based on the patrons. We started off with the Shadow patron. We continue the series this week with the Elements patron.

Elements

Each of these hexes is only available to witches with the Elements patron.

Engulfing Hexflame (Su): The witch chooses a creature within 30 feet and the creature is engulfed in protective but harmless blue, green, and red flames for 1 round. While on fire, the creature gains either fire resistance 10 or cold resistance 10, per the witch’s choice at the time of using this hex. The duration of this hex can be extended with the cackle hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the engulfing hexflame hex, it cannot benefit from it again for 24 hours. A creature engulfed in the fire suffers a –10 penalty to all Stealth checks. The flames are always visible, even if the creature is invisible.

Whispers on the Wind (Su): The witch whispers a short message to a creature within 120 feet. Only the target of this hex hears the message. The target creature can immediately reply with a short message. At 5th level and every 5 levels thereafter, the witch can choose another creature who can hear and reply to the message.

Major Hex: Change Element (Su): The witch can alter the type of damage done by a spell she casts. When she casts a spell that deals energy damage (acid, cold, electricity, or fire only), she can have it deal another type of energy damage instead, so long as she has another spell prepared of 1st-level or higher which inflicts the desired energy type. For example, the witch can cast a lightning bolt that deals fire damage if she also has burning hands prepared, but after casting lightning bolt, she could not then cast a burning hands that deals electricity damage unless she has another appropriate spell prepared.

Continuing our series of exclusive looks inside recent JBE releases, let’s take a look within Book of Magic: The Lost Spell Words. This is not our first expansion on the words of power magic system. It is, however, the longest delayed. As I explained in the introduction, I literally lost these spell words and found them again later.

Now that they are published and ready to use in your game, what exactly is inside shall now be revealed. These are two spell words inside this short PDF.

Object (Meta Word)Level 1
This metaword alters the saving throw, making it affect objects, such as undead and constructs. If the wordspell requires a Fortitude save, this metaword allows it to affect objects. This change does not affect whether or not a successful save negates the effect, reduces it, or has some other effect; it simply alters the types of creatures that can be affected by it. This has no effect on wordspells that require a Reflex or Will save.

Persistent (Meta Word)Level 4
Whenever a creature targeted by a wordspell or within the area affected by this metaword succeeds on its saving throw, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the wordspell, as if it had failed its first saving throw.